Shader "LightweightPipeline/Terrain/Standard Terrain" { Properties { // set by terrain engine [HideInInspector] _Control("Control (RGBA)", 2D) = "red" {} [HideInInspector] _Splat3("Layer 3 (A)", 2D) = "grey" {} [HideInInspector] _Splat2("Layer 2 (B)", 2D) = "grey" {} [HideInInspector] _Splat1("Layer 1 (G)", 2D) = "grey" {} [HideInInspector] _Splat0("Layer 0 (R)", 2D) = "grey" {} [HideInInspector] _Normal3("Normal 3 (A)", 2D) = "bump" {} [HideInInspector] _Normal2("Normal 2 (B)", 2D) = "bump" {} [HideInInspector] _Normal1("Normal 1 (G)", 2D) = "bump" {} [HideInInspector] _Normal0("Normal 0 (R)", 2D) = "bump" {} [HideInInspector][Gamma] _Metallic0("Metallic 0", Range(0.0, 1.0)) = 0.0 [HideInInspector][Gamma] _Metallic1("Metallic 1", Range(0.0, 1.0)) = 0.0 [HideInInspector][Gamma] _Metallic2("Metallic 2", Range(0.0, 1.0)) = 0.0 [HideInInspector][Gamma] _Metallic3("Metallic 3", Range(0.0, 1.0)) = 0.0 [HideInInspector] _Smoothness0("Smoothness 0", Range(0.0, 1.0)) = 0.5 [HideInInspector] _Smoothness1("Smoothness 1", Range(0.0, 1.0)) = 0.5 [HideInInspector] _Smoothness2("Smoothness 2", Range(0.0, 1.0)) = 0.5 [HideInInspector] _Smoothness3("Smoothness 3", Range(0.0, 1.0)) = 0.5 // used in fallback on old cards & base map [HideInInspector] _MainTex("BaseMap (RGB)", 2D) = "grey" {} [HideInInspector] _Color("Main Color", Color) = (1,1,1,1) } SubShader { Tags { "Queue" = "Geometry-100" "RenderType" = "Opaque" "RenderPipeline" = "LightweightPipeline" "IgnoreProjector" = "False"} Pass { Name "TerrainLit" Tags { "LightMode" = "LightweightForward" } HLSLPROGRAM // Required to compile gles 2.0 with standard srp library #pragma prefer_hlslcc gles #pragma exclude_renderers d3d11_9x #pragma target 3.0 #pragma vertex SplatmapVert #pragma fragment SplatmapFragment #define _METALLICSPECGLOSSMAP 1 #define _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A 1 // ------------------------------------- // Lightweight Pipeline keywords #pragma multi_compile _ _ADDITIONAL_LIGHTS #pragma multi_compile _ _VERTEX_LIGHTS #pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE #pragma multi_compile _ _SHADOWS_ENABLED #pragma multi_compile _ _LOCAL_SHADOWS_ENABLED #pragma multi_compile _ _SHADOWS_SOFT #pragma multi_compile _ _SHADOWS_CASCADE // ------------------------------------- // Unity defined keywords #pragma multi_compile _ DIRLIGHTMAP_COMBINED #pragma multi_compile _ LIGHTMAP_ON #pragma multi_compile_fog #pragma multi_compile_instancing #pragma instancing_options assumeuniformscaling nomatrices nolightprobe nolightmap #pragma shader_feature _NORMALMAP #include "LWRP/ShaderLibrary/Terrain/InputSurfaceTerrain.hlsl" #include "LWRP/ShaderLibrary/Terrain/LightweightPassLitTerrain.hlsl" ENDHLSL } Pass { Name "ShadowCaster" Tags{"LightMode" = "ShadowCaster"} ZWrite On HLSLPROGRAM // Required to compile gles 2.0 with standard srp library #pragma prefer_hlslcc gles #pragma exclude_renderers d3d11_9x #pragma target 2.0 #pragma vertex ShadowPassVertex #pragma fragment ShadowPassFragment #pragma multi_compile_instancing #pragma instancing_options assumeuniformscaling nomatrices nolightprobe nolightmap #include "LWRP/ShaderLibrary/Terrain/InputSurfaceTerrain.hlsl" #include "LWRP/ShaderLibrary/Terrain/LightweightPassLitTerrain.hlsl" ENDHLSL } Pass { Name "DepthOnly" Tags{"LightMode" = "DepthOnly"} ZWrite On ColorMask 0 HLSLPROGRAM // Required to compile gles 2.0 with standard srp library #pragma prefer_hlslcc gles #pragma exclude_renderers d3d11_9x #pragma target 2.0 #pragma vertex DepthOnlyVertex #pragma fragment DepthOnlyFragment #pragma multi_compile_instancing #pragma instancing_options assumeuniformscaling nomatrices nolightprobe nolightmap #include "LWRP/ShaderLibrary/Terrain/InputSurfaceTerrain.hlsl" #include "LWRP/ShaderLibrary/Terrain/LightweightPassLitTerrain.hlsl" ENDHLSL } UsePass "Hidden/Nature/Terrain/Utilities/PICKING" UsePass "Hidden/Nature/Terrain/Utilities/SELECTION" } Dependency "AddPassShader" = "Hidden/LightweightPipeline/Terrain/Standard Terrain Add Pass" Dependency "BaseMapShader" = "Hidden/LightweightPipeline/Terrain/Standard Terrain Base" Fallback "Hidden/InternalErrorShader" }